A collection of exponentially-smoothed camera controllers for the Bevy Engine.
All controllers are based on a LookTransform
component, which is just an eye
point that looks at a target
point. By
modifying this component, the scene graph Transform
will automatically be synchronized.
Any entities with {Transform, LookTransform, Smoother}
components will automatically have their Transform
smoothed.
Smoothing will have no effect on the LookTransform
, only the final Transform
in the scene graph.
use bevy::prelude::*;
use smooth_bevy_cameras::{LookTransform, LookTransformBundle, LookTransformPlugin, Smoother};
fn main() {
App::build()
.add_plugins(DefaultPlugins)
// Enables the system that synchronizes your `Transform`s and `LookTransform`s.
.add_plugin(LookTransformPlugin)
.add_startup_system(setup.system())
.add_system(move_camera_system.system());
}
fn setup(mut commands: Commands) {
let eye = Vec3::default();
let target = Vec3::default();
commands
.spawn_bundle(LookTransformBundle {
transform: LookTransform { eye, target },
smoother: Smoother::new(0.9), // Value between 0.0 and 1.0, higher is smoother.
})
.insert_bundle(PerspectiveCameraBundle<C>::default());
}
fn move_camera_system(mut cameras: Query<&mut LookTransform>) {
// Later, another system will update the `Transform` and apply smoothing automatically.
for mut c in cameras.iter_mut() { c.target += Vec3::new(1.0, 1.0, 1.0); }
}
When implementing a camera controller, it's often useful to work directly with the angles (pitch and yaw) of your look
direction. You can do this with the LookAngles
type:
use bevy::prelude::*;
use smooth_bevy_cameras::{
LookAngles,
LookTransform
};
fn look_angles(mut transform: LookTransform, delta: Vec2) {
let mut angles = LookAngles::from_vector(transform.look_direction());
angles.add_pitch(delta.y);
angles.add_yaw(delta.x);
transform.target = transform.target + 1.0 * transform.radius() * angles.unit_vector();
}
This is how the built-in controllers implement rotation controls.
These plugins depend on the LookTransformPlugin
:
FpsCameraPlugin + FpsCameraBundle
- WASD: Translate on the XZ plane
- Shift/Space: Translate along the Y axis
- Mouse: Rotate camera
OrbitCameraPlugin + OrbitCameraBundle
- CTRL + mouse drag: Rotate camera
- Right mouse drag: Pan camera
- Mouse wheel: Zoom
UnrealCameraPlugin + UnrealCameraBundle
- Left mouse drag: Locomotion
- Right mouse drag: Rotate camera
- Left and Right mouse drag: Pan camera
License: MIT